TombEngine/TR5Main/Objects/TR4/tr4_objects.cpp

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#include "framework.h"
#include "tr4_objects.h"
/// entities
#include "tr4_ahmet.h" // OK
#include "tr4_baddy.h" // OK
#include "tr4_bat.h" // OK
#include "tr4_bigscorpion.h" // OK
#include "tr4_crocodile.h" // OK
#include "tr4_demigod.h" // OK
#include "tr4_guide.h" // OK
#include "tr4_harpy.h" // OK
#include "tr4_horseman.h" // OFF
#include "tr4_jeanyves.h" // OK
#include "tr4_knighttemplar.h" // OK
#include "tr4_littlebeetle.h"
#include "tr4_mummy.h" // OK
#include "tr4_sas.h" // OK
#include "tr4_sentrygun.h" // OK
#include "tr4_skeleton.h" // OK
#include "tr4_smallscorpion.h" // OK
#include "tr4_sphinx.h" // OK
#include "tr4_troops.h" // OK
#include "tr4_wildboar.h" // OK
#include "tr4_wraith.h" // OFF
#include "tr4_baboon.h" // OK
/// objects
#include "tr4_sarcophagus.h"
/// puzzle
#include "tr4_scales.h"
/// switch
/// traps
#include "tr4_birdblade.h"
#include "tr4_blade.h"
#include "tr4_catwalkblade.h"
#include "tr4_chain.h"
#include "tr4_fourblades.h"
#include "tr4_mine.h"
#include "tr4_plinthblade.h"
#include "tr4_plough.h"
#include "tr4_sethblade.h"
#include "tr4_slicerdicer.h"
#include "tr4_spikeball.h"
#include "tr4_spikywall.h"
#include "tr4_spikyceiling.h"
#include "tr4_stargate.h"
#include "tr4_cog.h"
#include "tr4_laradouble.h"
/// vehicles
#include "motorbike.h"
#include "jeep.h"
/// necessary import
#include "collide.h"
#include "objects.h"
#include "setup.h"
#include "level.h"
static void StartBaddy(ObjectInfo* obj)
{
obj = &Objects[ID_SMALL_SCORPION];
if (obj->loaded)
{
obj->initialise = InitialiseSmallScorpion;
obj->control = SmallScorpionControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 8;
obj->pivotLength = 20;
obj->radius = 128;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_BIG_SCORPION];
if (obj->loaded)
{
obj->initialise = InitialiseScorpion;
obj->control = ScorpionControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 80;
obj->pivotLength = 50;
obj->radius = 512;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_WILD_BOAR];
if (obj->loaded)
{
obj->initialise = InitialiseWildBoar;
obj->control = WildBoarControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 48 * 4] |= ROT_Z;
Bones[obj->boneIndex + 48 * 4] |= ROT_Y;
Bones[obj->boneIndex + 52 * 4] |= ROT_Z;
Bones[obj->boneIndex + 52 * 4] |= ROT_Y;
}
obj = &Objects[ID_BAT];
if (obj->loaded)
{
obj->initialise = InitialiseBat;
obj->control = BatControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 5;
obj->pivotLength = 10;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->zoneType = ZONE_FLYER;
}
obj = &Objects[ID_AHMET];
if (obj->loaded)
{
obj->initialise = InitialiseAhmet;
obj->control = AhmetControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 80;
obj->pivotLength = 300;
obj->radius = 341;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 9 * 4] |= ROT_Y;
}
obj = &Objects[ID_BADDY1];
if (obj->loaded)
{
obj->initialise = InitialiseBaddy;
obj->control = BaddyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 25;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->meshSwapSlot = ID_MESHSWAP_BADDY1;
obj->zoneType = ZONE_HUMAN_JUMP_AND_MONKEY;
Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
Bones[obj->boneIndex + 28 * 4] |= ROT_X;
Bones[obj->boneIndex + 88 * 4] |= ROT_Y;
Bones[obj->boneIndex + 88 * 4] |= ROT_X;
}
obj = &Objects[ID_BADDY2];
if (obj->loaded)
{
obj->initialise = InitialiseBaddy;
obj->control = BaddyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 25;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->meshSwapSlot = ID_MESHSWAP_BADDY2;
obj->zoneType = ZONE_HUMAN_JUMP_AND_MONKEY;
Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
Bones[obj->boneIndex + 28 * 4] |= ROT_X;
Bones[obj->boneIndex + 88 * 4] |= ROT_Y;
Bones[obj->boneIndex + 88 * 4] |= ROT_X;
}
obj = &Objects[ID_SAS_CAIRO];
if (obj->loaded)
{
obj->initialise = InitialiseSas;
obj->control = SasControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex] |= ROT_Y;
Bones[obj->boneIndex] |= ROT_X;
Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
Bones[obj->boneIndex + 28 * 4] |= ROT_X;
}
obj = &Objects[ID_MUMMY];
if (obj->loaded)
{
obj->initialise = InitialiseMummy;
obj->control = MummyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 15;
obj->radius = 170;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
Bones[obj->boneIndex + 28 * 4] |= ROT_X;
Bones[obj->boneIndex + 72 * 4] |= ROT_Y;
}
obj = &Objects[ID_SKELETON];
if (obj->loaded)
{
obj->initialise = InitialiseSkeleton;
obj->control = SkeletonControl;
obj->collision = CreatureCollision;
obj->hitPoints = 15;
obj->shadowSize = 128;
obj->pivotLength = 50;
obj->radius = 128;
obj->explodableMeshbits = 0xA00;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_KNIGHT_TEMPLAR];
if (obj->loaded)
{
obj->initialise = InitialiseKnightTemplar;
obj->control = KnightTemplarControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 15;
obj->pivotLength = 50;
obj->radius = 128;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
Bones[obj->boneIndex + 6 * 4] |= ROT_X | ROT_Y;
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
}
obj = &Objects[ID_DEMIGOD1];
if (obj->loaded)
{
obj->initialise = InitialiseDemigod;
obj->control = DemigodControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 200;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_FRAGMENT;
obj->undead = true;
Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
}
obj = &Objects[ID_DEMIGOD2];
if (obj->loaded)
{
obj->initialise = InitialiseDemigod;
obj->control = DemigodControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 200;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_FRAGMENT;
Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
}
obj = &Objects[ID_DEMIGOD3];
if (obj->loaded)
{
obj->initialise = InitialiseDemigod;
obj->control = DemigodControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 200;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_FRAGMENT;
Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
}
obj = &Objects[ID_JEAN_YVES];
if (obj->loaded)
{
obj->initialise = InitialiseJeanYves;
obj->control = JeanYvesControl;
obj->collision = ObjectCollision;
obj->nonLot = true;
obj->savePosition = true;
}
obj = &Objects[ID_TROOPS];
if (obj->loaded)
{
obj->initialise = InitialiseTroops;
obj->control = TroopsControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex] |= ROT_X | ROT_Y;
Bones[obj->boneIndex + 7 * 4] |= ROT_X | ROT_Y;
}
obj = &Objects[ID_SENTRY_GUN];
if (obj->loaded)
{
obj->initialise = InitialiseSentryGun;
obj->control = SentryGunControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->pivotLength = 50;
obj->radius = 204;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->explodableMeshbits = 64;
Bones[obj->boneIndex + 0] |= ROT_Y;
Bones[obj->boneIndex + 1 * 4] |= ROT_X;
Bones[obj->boneIndex + 2 * 4] |= ROT_Z;
Bones[obj->boneIndex + 3 * 4] |= ROT_Z;
}
obj = &Objects[ID_HARPY];
if (obj->loaded)
{
obj->initialise = InitialiseHarpy;
obj->control = HarpyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 60;
obj->pivotLength = 50;
obj->radius = 409;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->zoneType = ZONE_FLYER;
}
obj = &Objects[ID_GUIDE];
if (obj->loaded)
{
obj->initialise = InitialiseGuide;
obj->control = GuideControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = -16384;
obj->pivotLength = 0;
obj->radius = 128;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 6 * 4] |= ROT_X | ROT_Y;
Bones[obj->boneIndex + 20 * 4] |= ROT_X | ROT_Y;
}
obj = &Objects[ID_CROCODILE];
if (obj->loaded)
{
obj->initialise = InitialiseCrocodile;
obj->control = CrocodileControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 36;
obj->pivotLength = 300;
obj->radius = 409;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->waterCreature = true;
obj->zoneType = ZONE_WATER;
Bones[obj->boneIndex] |= ROT_Y;
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
Bones[obj->boneIndex + 9 * 4] |= ROT_Y;
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
}
obj = &Objects[ID_SPHINX];
if (obj->loaded)
{
obj->initialise = InitialiseSphinx;
obj->control = SphinxControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 1000;
obj->pivotLength = 500;
obj->radius = 512;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_BABOON_NORMAL];
if (obj->loaded)
{
obj->initialise = InitialiseBaboon;
obj->control = BaboonControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->pivotLength = 200;
obj->radius = 256;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
}
obj = &Objects[ID_BABOON_INV];
if (obj->loaded)
{
obj->initialise = InitialiseBaboon;
obj->control = BaboonControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->pivotLength = 200;
obj->radius = 256;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
if (Objects[ID_BABOON_NORMAL].loaded)
Objects[ID_BABOON_INV].animIndex = Objects[ID_BABOON_NORMAL].animIndex;
}
obj = &Objects[ID_BABOON_SILENT];
if (obj->loaded)
{
obj->initialise = InitialiseBaboon;
obj->control = BaboonControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->pivotLength = 200;
obj->radius = 256;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
if (Objects[ID_BABOON_NORMAL].loaded)
Objects[ID_BABOON_SILENT].animIndex = Objects[ID_BABOON_NORMAL].animIndex;
}
}
static void StartObject(ObjectInfo* obj)
{
obj = &Objects[ID_SARCOPHAGUS];
if (obj->loaded)
{
obj->control = AnimatingControl;
obj->collision = SarcophagusCollision;
obj->saveFlags = true;
obj->saveAnim = true;
}
}
static void StartTrap(ObjectInfo* obj)
{
obj = &Objects[ID_CHAIN];
if (obj->loaded)
{
obj->control = ChainControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_PLOUGH];
if (obj->loaded)
{
obj->control = PloughControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_FLOOR_4BLADES];
if (obj->loaded)
{
obj->control = FourBladesControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CEILING_4BLADES];
if (obj->loaded)
{
obj->control = FourBladesControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SPIKEBALL];
if (obj->loaded)
{
obj->control = SpikeballControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CHAIN];
if (obj->loaded)
{
obj->control = ChainControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_PLOUGH];
if (obj->loaded)
{
obj->control = PloughControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_FLOOR_4BLADES];
if (obj->loaded)
{
obj->control = FourBladesControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CEILING_4BLADES];
if (obj->loaded)
{
obj->control = FourBladesControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_STARGATE];
if (obj->loaded)
{
obj->control = StargateControl;
obj->collision = StargateCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SLICER_DICER];
if (obj->loaded)
{
obj->initialise = InitialiseSlicerDicer;
obj->control = SlicerDicerControl;
obj->collision = BladeCollision;
obj->saveFlags = true;
}
obj = &Objects[ID_MINE];
if (obj->loaded)
{
obj->initialise = InitialiseMine;
obj->control = MineControl;
obj->collision = MineCollision;
obj->saveFlags = true;
obj->saveAnim = true;
obj->savePosition = true;
}
obj = &Objects[ID_SPIKY_WALL];
if (obj->loaded)
{
obj->control = ControlSpikyWall;
obj->collision = ObjectCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SPIKY_CEILING];
if (obj->loaded)
{
obj->control = ControlSpikyCeiling;
obj->collision = TrapCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_COG];
if (obj->loaded)
{
obj->control = CogControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_LARA_DOUBLE];
if (obj->loaded)
{
obj->initialise = InitialiseLaraDouble;
obj->control = LaraDoubleControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 1000;
obj->pivotLength = 50;
obj->radius = 128;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
}
}
static void StartVehicles(ObjectInfo* obj)
{
obj = &Objects[ID_JEEP];
if (obj->loaded)
{
obj->initialise = InitialiseJeep;
obj->collision = JeepCollision;
obj->savePosition = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_MOTORBIKE];
if (obj->loaded)
{
obj->initialise = InitialiseMotorbike;
obj->collision = MotorbikeCollision;
//obj->drawRoutine = DrawMotorbike; // for wheel rotation
obj->drawRoutineExtra = DrawMotorbikeEffect;
obj->savePosition = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
}
static void StartSwitch(ObjectInfo* obj)
{
}
static ObjectInfo* objToInit;
void InitialiseTR4Objects()
{
StartBaddy(objToInit);
StartObject(objToInit);
StartSwitch(objToInit);
StartTrap(objToInit);
StartVehicles(objToInit);
}